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Revolutionizing Training and Education: Growth Opportunities in the Global Game-Based Learning Market
Market Overview
The global game-based learning market size was USD 21.3 Billion in 2024 and is projected to reach USD 80.0 Billion by 2033, growing at a CAGR of 15.05% during the forecast period of 2025-2033. This growth is driven by rising demand for engaging and personalized learning experiences, corporate training and skill development, and increased smartphone proliferation. Explore more at Game-Based Learning Market.
Study Assumption Years
Base Year: 2024
Historical Year/Period: 2019-2024
Forecast Year/Period: 2025-2033
Game-Based Learning Market Key Takeaways
- Current Market Size: USD 21.3 Billion in 2024
- CAGR: 15.05% during 2025-2033
- Forecast Period: 2025-2033
- Research shows game-based learning improves retention and knowledge acquisition over traditional methods, fueling market growth.
- Immersive games targeting skills like critical thinking, problem-solving, collaboration, and decision-making strengthen adoption, particularly in corporate and educational settings.
- Gamification techniques, including rewards, points, badges, and leaderboards, enhance learner engagement and motivation worldwide.
- Development efforts in augmented and virtual reality technologies are propelling the market expansion.
- North America leads due to advanced education infrastructure, innovation emphasis, and strong digital landscape adoption.
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Market Growth Factors
The game-based learning market is driven primarily by research evidencing significant improvements in retention rates and knowledge acquisition when compared to traditional educational approaches. This has created strong demand for game-based methodologies in learning environments. Additionally, the expansion of immersive games designed to strengthen specific competencies such as critical thinking, problem-solving, collaboration, and decision-making fuels growth, especially in corporate training and education sectors. These targeted games enable more effective skill development, which increases market adoption.
Key market trends include the increasing popularity of gamification techniques such as rewards, points, badges, and leaderboards, which serve to enhance learner motivation and engagement significantly. These techniques create interactive and rewarding learning environments, encouraging repeated and sustained participation by learners globally. Furthermore, extensive research and active development by key players in the game-based learning sector on augmented and virtual reality (AR/VR) platforms are bolstering market growth by enhancing immersive and interactive experiences.
The proliferation of smartphones plays a pivotal role in market expansion, facilitating convenient access to online learning platforms and enabling real-time collaboration opportunities among geographically dispersed learners. This enhanced accessibility increases the reach and appeal of game-based learning solutions. Corporate and educational institutions are also increasingly recognizing the importance of personalized learning paths enabled by data analytics and artificial intelligence within games, which adjust difficulty and content based on learner preferences and performance, optimizing educational outcomes.
Market Segmentation
The report segments the global game-based learning market into platform, revenue type, and end-user, providing detailed analysis at global and regional levels.
Platform:
- Online
- Offline
Online platforms provide learners with anytime, anywhere access to educational games via devices such as computers, tablets, and smartphones, fostering real-time collaboration and shared learning.
Offline platforms include physical games, board games, or simulations used especially in classrooms and corporate training, valued for focused education without internet distractions and data privacy advantages.
Revenue Type:
- Game Purchase
- Advertising
- Others
Game Purchase refers to learners paying for access to individual or bundled educational games or subscriptions, offering direct revenue streams and ownership sense.
Advertising involves generating revenue through targeted ads displayed on free educational platforms, benefiting both users and developers.
End-User:
- K-12 Game-Based Learning
- Higher Game-Based Learning
K-12 game-based learning dominates the market, focusing on engaging games aligned with curriculum standards for kindergarten to grade 12 students.
Higher game-based learning addresses educational games for post-secondary learners, although details are less emphasized.
Regional Insights
North America dominates the global game-based learning market, attributed to its advanced educational infrastructure and emphasis on continuous teaching innovation. The region's widespread adoption of online platforms and educational games is enabled by a well-established digital landscape. Factors such as increasing numbers of tech-savvy educators and learners, a supportive regulatory environment, and substantial governmental investments in educational technology propel this dominance. For instance, North America's smartphone subscriber base is projected at 328 million by 2025, with mobile subscriber penetration at 86% and internet usage at 80%, second highest worldwide.
Recent Developments & News
- April 2024: Kairos, a Bengaluru-based learning technology company, launched a game-based learning platform aimed at enhancing soft skills training impact and engagement.
- April 2024: The U.S. Department of Education awarded an $8 Million grant to Legends of Learning for studying game-based learning effectiveness in Florida under the Education Innovation and Research program.
- July 2023: A consortium led by Goldman Sachs, General Atlantic, Kirkbi Invest, and Glitrafjord AS agreed to acquire Kahoot, a Norway-based game-based learning platform, valuing the company at USD 1.72 Billion.
Key Players
- Badgeville (CallidusCloud)
- Bunchball (BI WORLDWIDE)
- Classcraft Studios Inc.
- Six Waves Inc.
- Recurrence, Inc.
- Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
- Gametize Pte. Ltd.
- GradeCraft (The Regents of the University of Michigan)
- Kuato Studios
- BreakAway Ltd. Inc.
- Filament Games
- LearningWare, Inc.
- Osmo (Tangible Play, Inc.)
- Toolwire, Inc.
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